Final Fantasy Tactics Job Classes

The job class system in FFT has its roots in FF3 and FF5, which makes sense when you think about it. The depth and intricate combinations of characters made possible by this system are simply too detailed to have come from scratch. The job system in FFT is largely known as the finest of its kind in RPG land for the many, many permutations possible as your character levels up. Use this site section as your guide to building a tough army.

Throw a stone at the enemy unit. This is one of the first long range attacks your character can buy

4

N/A

1

N/A

Now

90

Heal

Cures abnormal status effects such as Darkness, Silence, Poison

1

2

1

N/A

Now

150

Basic Abilities

Skill Type

Skill Name

Description

Trigger

JP Required

Movement

Move +1

Increases the character's movement range by one panel.

N/A

200

Reaction

Counter Tackle

Counters a physical attack with a Dash attack's body blow. Indispensable in the beginning stages of the game but not in the middle to latter parts.

Physical Attack

180

Support

Defend

Character defends and prepares for an attack. Activated by choosing the command Defend on the Action menu.

N/A

50

Support

Equip Axe

Allows the character to equip an Axe, regardless of Job Class

N/A

170

Support

Gained JP Up

Increases the amount of JP earned in battle. A must-have for the beginning and middle stages of a character's development!

N/A

250

Support

Monster Skill

The chatacter can target friendly monsters within a range of three panels, helping them acquire new abilities. If you're fond of using monsters in battle, this skill is very helpful.

N/A

200

Job Description

The base starting class for most front-line fighting units, referred to in the game as knights in training. They are respectable fighters early in the game, but are quite weak compared to most of the other fighting classes.

Job Ability Description

Squires have very few sophisticated abilities, but some of its abilities are extremely important for early character growth. Accumulate, Gained JP up, and Move +1 are all key abilities for the early part of the game. Monster Skill is also useful for later in the game if you use monsters in your party. Counter Tackle is cheap and not a bad counter at the beginning of the game.